[3.14] One shot Tectonic Slam Chieftain. 330M max slam. Great Survivability. Melting all content.

Welcome Exile! Jenno here.

Are you looking for a build that can be both a good league starter and a strong end-game character?

Are you looking for a fun build with a unique play style, fast clearing speed, and satisfying experience of one-shotting bosses?

Then this build might be perfect for you. To show you what it looks like:


3.14 Thoughts
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Our build isn't affected by the 3.14 changes much, despite nerfs on Harvest crafting and seismic cry. You can still use the current build guide for your progression.

In the meantime, I will experiment several new mechanics and update the content accordingly. Stay tune exile.


More Showcases on A8 Conquerors
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Videos
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Simulacrum Wave 20


T15 Burial Chamber Full Delirium Clear


A8 Awakener Sirus


Maven


Maven's Invitation: The Hidden



Expectation With Different Budget
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with 2ex investment, you can reach 13.4M max damage/slam, one-shotting red map bosses and farm currency comfortably

with 15ex investment, you can reach 40.8M max damage/slam, build good defense layers and clear all content

with 90ex investment, you can get to 195M max damage/slam like in the video, create your own build guide and show off to others :)


Build Highlights
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330M max damage per slam
180+% movement speed
4 auras, 2 curses
100% hit/crit chance
90% phys reduction
80% chaos resistance
40% block
1k+ life regen
900+ life leech
50% evasion during mapping


Pros
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High Damage : 330M max slam and damage scalable with currency
Tanky :90% phys reduction, 80% chaos res, 40% block, fortify, 15% dodge, 50% evasion during mapping, 1k+ life regen
Insane Clear Speed :clear the screen with one hit
Safe :long range damage makes it safer than other melee builds, you don't need to be near the boss to kill it, check out the simulacrum wave 20 video for illustration
Enjoyable Play Style :slam skill has very satisfying visual and sound effect


Cons
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Can't do Elem Reflect
Not a Lazy Build
May not be new player friendly, managing charges may be overwhelming


Mechanics
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Short Version
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Tectonic slam + 6 endurance charges + siesmic cry + intimidating cry + all flasks + totem buff + phase run + fist of war = BOOM

Long Version
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It's pretty clear that slam and warcry skills are leaning towards a "Hit once and Hit Hard" philosophy. For that, I found Chieftain has many good ascendancy points that can buff this effect, and stacking all buffs together and exert them at once can deal insane amount of damage. Here are several key mechanics that I leverage for the damage:

Valako ascendancy point: gives easy endurance charge and keep you at max charge all the time.
Fist of war: The most OP slam gem designed for this play style, Huge DPS and AOE boost
Seismic cry: with measured fury, you can have up to 5 seismic cry exerted attacks, each is 30% more powerful than the last.
Intimidating cry: deals double damage with 3 exerted attacks and inflict intimidating buff. This can be used on boss. you don't need it for normal clearing because you have tons of DPS already.
Ngamahu ascendancy point: again 100% more physical as fire, since we are 100% fire, then it boosts our damage further.



Play Style
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This build is a "hit hard and hit once" play style. With Fist of War's cooldown being 1.76s, we will perform one slam attack after each Fist of war cooldown with all the buffs. Every 2s is a repeating cycle. Here's a breakdown of what you do in the 2 seconds:

[-]Use 0.5 s to perform the attack and immediately dash away from enemy
[-]Use 1.5s to move, dodge attack, pop up flask (if needed), refresh war cry(if needed), use enduring cry to recover (if needed)

Check out the videos for illustration.


Gears
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Early mapping version for Ritual - 30c investment, 5.5M max damage/hit with lvl76
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Weapon
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Buy 5 "The Deep Ones" divination card then you can get a tide breaker. It costs 10~15c early league

If tidebreaker is too expensive, you can simply search for a rare 2H mace with high phys damage, it is a good alternative and much cheaper.

Other unique alternatives are: Kongor's Undying Rage, Ngamahu's Flame


Armour
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Get a 6L rare armour with life, if it is too expensive then get a tabula rasa


Amulet, Rings
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pretty shitty jewllery here, I found them during campaign :), life and res are all you need for now.


Gloves
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Get one exerted attack gloves with life on it, super cheap. Costs ~2c if you want some res too.


Helmet
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Hrimnor's resolve is like 1c, pretty cheap :), check out the budget gears helmet description for more detail


Boots
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30% movement speed, some life, some res


Belt
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life and res is all we care about


Flasks
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If you want, you can craft a bleed immunity on one of the utility flasks.
I didn't bother doing it because I found myself having enough life regen even when running on 20 layers of corrupted blood :)



Budget non-crit version for Ritual - 2ex investment, 13.4M max damage/hit
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Weapon
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Since budget version's skill tree is not dependent on specific weapon type, we can use any 2H weapon we find.

Go to the trade, search for 2H weapon, then sort them by physical damage(not physical DPS). Next, find a good one within 1ex. Usually by spending like 50c, you can easily get a 2H weapon with ~600 phys damage.

If you want to save some currency, you can also look for those weapon with high %phys damage and open prefix, but WITHOUT flat phys. Then craft the flat phys yourself. Usually this will be much cheaper. I found my weapon through this way, I bought my weapon for 50c then crafted flat phys myself.

If you are playing SSF, I recommend sticking to any high phys damage 2H unique. Or you can find a good weapon base (like karui chopper, alt craft a high %phys (at least t3), augment + regal, finally craft flat phys on it.


Armour
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Just find any 6l armor with good amount of life, some decent elem res.


Amulet
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I mainly use amulet to get the required int and dex. On top of that, life, flat phys, decent elem would be good too. I anointed Thrill Seeker to avoid having mana problems.


Rings
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Now we are running skitterbot, we will use Profane Proxy to allow chilling skitterbot to apply high level flammability curse. It greatly boosts our damage and ignite chance. Remember to put it on your left ring slot.

For the other ring, look for a ring with good life, flat phys and decent resistance. Pretty cheap.


Gloves
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Get a new 50% exerted attack glove, it's free damage boost and super cheap. Look for life, decent resistance. You can either craft attack speed if you have open suffix or craft flat phys if open prefix.

Do not worry about the +2 war cry cooldown, I have been using this glove for long now, and have never run into cooldown issues. Our play style's low attack frequency is at advantage here because we are not limited by the additional cooldown. For more details refer to Q&A section.


Helmet
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Hrimnor's Resolve is dirt cheap but has many great stats that fit perfectly with our build. The life, fire damage and cold res are all good. Most importantly, it gives you chill and freeze immunity, because our build is fire skill.


Boots
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At least 30% movement speed, with good life, res. Nothing fancy here for budget build.


Belt
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Find a belt with good life and res. Nothing fancy here either.


Jewels
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In this budget build, I'm suggesting to skip the jewels because the budget build is only a temporary setup to farm more currency. We are better off spending that currency later when we convert to crit version.


Flasks
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Quicksilver and Silver flasks can give you additional movement and attack speed, increase our map clearing speed.

Basalt flask will help cap our phys reduction at 90%

Lion Roar and Wise Oak all offer good offense and defense boost.

For the utility mod, you need at least curse immunity to do mapping comfortably. The other 2 utility flask's mods depend on personal preference, you can do bleed/ignite/poison immunity, or increase attack/movement speed.



Mid-budget Crit version for Ritual - 15ex investment, 40.8M max damage/hit
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Intro
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For mid-budget gear, considering the Maven end-game and Ritual mechanics, we will prioritize improving our defense with several new defense layers(like block, energy shield). In the meantime, our damage is getting a huge boost too, our slam damage is more than tripled as a result.

This mid-budget build is also the beginning of unveiling our build's true power. As you will experience yourself, from now on, the build will start to scale with currency investment.

At last, to help new players obtain the item required, I will provide detailed crafting instructions for gears. Enjoy.


Weapon
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Warstaff will be used from now on. There are 4 staff bases I recommend, depending on your preference:

Maelström Staff : This is for defense purpose, if you want to max out your attack block, then choose this base. The drawback is we won't get much spell block, so we are still vulnerable to spells, which is quite common in end-game.
Judgement Staff : This is for defense purpose too, choosing this won't help us max out any block chance, however, it can give us a good balance of block chances. We can reach 55% attack block and 40% spell block with this.
Ezomyte Staff : This staff has the highest base crit chance among all warstaffs, it will help us reach 100% crit chance easier while providing decent attack block chance in the meantime.
Eventuality Rod : This is for offense purpose, it has the best base damage and it provides additional charge which increases our AOE and crit chance. On the other side, there is little defense benefit (besides the additional endurance charge).

What staff to use totally depends on your own preference, however, on a more practical note, considering the difficulty in getting the item, I suggest you to use whatever you can find. At least that's what I did :)

Ways of acquiring this weapon
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Here I recommend several ways to get a staff like this, depending on the current market, any one of the following options can be the cheapest. Overall speaking, we need a weapon with at least t4 %increased phys, t5 flat phys, and a open prefix to craft "hits can't be evaded".

Trade option 1
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Go to trade, filter warstaff in item type, in the mod, use weighted sum to search weapon that meets %phys + flat phys >= 180, AND (an empty prefix or crafted prefix). Remember, only buy the 4 bases I recommended above, and the crafted mod cannot be %phys or flat phys. By doing this, most likely you won't be able to find anything good, even if you do, the price may be astronomical. However, sometimes you can get pretty lucky and score a good weapon without even spending exalt.

In case you need help setting up criteria on trade, here's a link: https://www.pathofexile.com/trade/search/Ritual/857XX8BHV. Remember, you need to look for the bases I recommend by yourself.

If you couldn't find a good weapon from the link, try lower the criteria and you might find some good one too.


Trade option 2
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Go to trade, search for the same criteria as option 1, but this time, no need to filter anything about prefix. After search, you will see lots of results, again, only look for the 4 bases I recommended. As you are scrolling through items, think about what the item would become if the "extra" prefix is gone.

If the item meets the criteria and the extra mod has a unique harvest tag, for example, "%phys damage leeched as life", then congratulation, you can easily use harvest to remove the life mod.

If the item meets the criteria and the extra mod is a non-physical mod without unique harvest tag, for example, "+maximum mana", you can first use "remove non-attack add attack" harvest craft, hoping the mod you added has a unique tag like "adds # fire damage". Then congratulation, you can use remove fire to remove the mod.

If the item meets the criteria but the extra mod is a physical mod without unique harvest tag, for example, "increased %phys + accuracy", then your only choice now is to use anull orb, and you have 1/3 chance of removing the mod and 2/3 chance of bricking the item.


Fossil Crafting
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Choose a level 83+ non-influenced base of your choice, then apply jagged fossil to the item. It takes ~71 tries to get one that meets our requirement (at least t4 %phys + t5 #phys). If you are lucky that your weapon has a open prefix, then you are done! If you are not so lucky, then refer to the process I listed in Trade option 2 to remove the unwanted prefix.


Harvest Crafting:
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We will eventually use advanced harvest crafting (like fracturing t1 %phys) to get our ultimate end-game weapon, like the one shown in mirror-tier POB. For now, we will use the easy way.

First, prepare a staff base of your choice in your stash. Next, whenever you encounter harvest, choose physical seed, then use the physical chaos & alch to roll mods. If you hit the target without prefix, then you are done. If there's extra prefix, refer to prefix removal process in Trade option 2.




Armour
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Since we can get explodey mod from large cluster jewel, we don't need to spend currency on explodey chest armour anymore. Instead, we will use a double curse + t1 attack crit chance armour to help boost our crit chance and crit damage.

Crafting Instruction
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Prepare the Base:
If you are in trade league, then go buy a 6-linked lvl84+ astral plate with hunter influence, usually this is much cheaper than preparing the base from scratch and 6-link yourself.

If you are in SSF, grab any lvl84+ hunter influenced strength-based armour, you can use hunter's exalt if necessary. Next use perfect fossil to get 30% quality, then craft additional quality, finally 6-link.

There are two ways to craft the item, through fossil crafting or harvest.

Fossil Craft
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Now we are ready for fossil crafting, you have two options, depending on current economy, either one can be cheaper.

a) use 4-slot resonator, apply Dense, Metallic, Pristine, and Serrated fossil to it. It takes on average 5 tries to get double curse and t1 attack crit chance.

b) use 3-slot resonator, apply Dense, Metallic, and Pristine fossil to it. It takes on average 43 tries to get double curse and t1 attack crit chance.


Harvest Craft
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Get the armour, find attack seed (either chaos or alch) in the harvest, and use it until you get t1 crit, it's 1/2 chance, meaning it would take only 2 tries on average. So you are essentially getting the crit mod for free, if you want, you can even roll the mod multiple times to get good life or resistance.

Next, make sure all suffixes are full, if it's not full, you can block suffix by benchcrafting. Then augment caster on the armour, you will 100% get additional curse.


Wrapping up:
At last, simply use craft bench to craft life mod on the armour, and that's it!



Amulet
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Use Amulet to get the dex and int required for your build. On top of that, the warlod's gain %phys as extra fire is also good but optional. Other good mods are flat phys, life, fire damage. I also crafted the %mana regen to help me sustain mana and it worked surprisingly well.

At last, need to anoint Measured Fury on amulet.


Rings
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One flammability ring and one assassin's mark ring, craft life and res as needed.


Gloves
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Same glove used in budget gear, check budget gears for detail about this glove.


Helmet
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Crown of the inward eye is very cheap and gives us lots of life, damage, and energy shield(especially with timeless jewel).

As for the enchant, you can search for either seismic cry or tectonic slam damage enchant. If that is too expensive, search for alternative enchants on any other skill we use.

Don't worry if you can't find one with enchant. You can simply use the helmet without it, because the benefit of the helmet is much greater than any enchant mod. Just focus on getting a good roll, a good roll matters more than enchant.




Boots
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I used the similar boots as budget version, so far we just need movement speed, life, res.


Belts
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Use a stygian vise, with good life on it. other good mods are %elem attack and elem res.

The corrupted blood abyssal jewel is still expensive at the time of writing, therefore, I used #life + chance to gain phasing to help improve map clearing.


Jewels
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Large Cluster Setup:
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Devastator: Devastator is a must-have skill in the cluster jewel. With this notable, monsters we kill have 15% chance to explode, dealing 1/10 of life as physical damage. On top of that, the explode chance stacks! Therefore, by using two large cluster jewels, we can get 30% explode chances. When the mob size is big enough, statistically it provides the same clearing speed boost as the crusader's explodey mod on chest armour (100% explode chance with 3% of life as physical damage).

Crafting Instruction:
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Start with a large cluster jewel with same implicit as mine, keep the item level between lvl 75 - lvl83, make sure the number of passive skills is 8. Prepare two of those in your stash.

Next, whenever you encounter harvest, choose physical seed and apply physical alch/chaos on the jewel for devastator skill. You have ~1/5 chance to hit devastator. But this isn't the end.

Now, open your POB, whenever devastator showup, ctrl +c the cluster jewel, then paste the info to POB in the "create custom tab". Then simulate what it looks like when you equip the jewel. What we want is devastor to show up in either one of the two branches of the new cluster tree.

Overall speaking, crafting large cluster jewel won't cost you anything, except for spending like 2c for the base. You should be able to get what we want after ~5 times of harvest.

Don't worry about the other skill for now, because that will cost many exalts to get the other skill right. We will leave it for later.

In case you don't know how to search for large implicit jewel base, you can use the following link: https://www.pathofexile.com/trade/search/Ritual/yXwRD5WiR



Medium Cluster Setup:
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We need 1 cluster jewel with cooked alive + cremator and 3 cluster jewel with cooked alive + anything else.

Cooked Alive: It can penetrate 10% fire res to ignited enemies. And the most insane thing is: it stacks too! Since we have 100% crit chance with fire damage, our hit always ignites. Therefore, that's free -40% fire resistance on all our enemies, which is a TON of damage.

Cremator: Cremator can destroy ignited enemy corpse on kill. One of the reason explodey armour is so popular is because the explosion leaves no corpse for on-death effect which helps with defense. For that purpose, Cremator synergizes perfectly with Devastator: ignited enemies have 30% chance to explode, Cremator will destroy the rest of 70% corpse so we are competely safe from on-death effect.

Crafting Guide
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Crafting all 4 of the medium cluster jewels takes ~104 scorched fossil and resonator. Before crafting, always check the trade to see whether buying existing cluster jewel is cheaper than crafting.

find medium cluster jewel with same implicit between level 68 to 83 with at most 5 passive skills. Then apply scorch fossil on it, it takes 26 tries each time to get the combination we want - cooked alive + something else.

You only need to target-craft "cooked alive + something else", because "cooked alive + cremator" will show up as by product.

In case you need help searching for base in trade, you can use this link: https://www.pathofexile.com/trade/search/Ritual/3j0eprdU5

Currency Saving Tips
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Some skill combinations of this cluster jewel are highly sought after by other builds. When you land a double fire skill, although it won't be useful to us, it might be worth a lot of currency. Therefore, always check the price on your roll, if the price is good, sell it and buy a new base.

When I was crafting these medium jewels, just by selling by products, I made net profit from it. In other words, not only did I get those cluster jewels for free, I also made extra currency to cover some gears for the rest of the mid-budget build.




Timeless Jewel
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One glorious vanity jewel with Doryani mod, put it in the jewel socket near our starting point. This will transform the keystone node to "Corrupted Soul" which grants us "gain 20% of maximum life as extra maximum energy shield" mod.

This node can help us in so many aspects:

1. That's another 1k+ effective HP pool right there.

2. It synergizes perfectly with cinderswallow. During mapping, we can keeep life & energy shield at full because of the life & energy shield leech provided by cinderswallow.

3. Because of our energy shield, we are 50% less likely to be stunned if you are not using Unwavering Srance (This is an internal POE setting - your chance of being stunned is reduced by half as long as you have energy shield. check stun on poe wiki for detail)

4. 50% of non-chaos damage bypass energy shield. This is Exactly what we want! Because we have 5k life pool and 1k energy shield pool, damage dealt to you is now split between life and energy shield so that both life leech & energy shield leech can counter the damage the same time. On top of that, our energy shield now depletes 50% slower because of this, making it easier to leech to full energy shield.

Overall speaking, having this node can increase our survivability to another level.

When you are buying the jewel, no need to get the specific number "1927" as I had, any number will do fine as long as it's doryani.


Normal Jewels
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Get at least 5% life and one %crit multi mod. No need to spend more than 10c for each normal jewel.

Here's a link for you to search the jewel easier:
https://www.pathofexile.com/trade/search/Ritual/WOv59Kbum



Flasks
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I switched the wise oak for diamond flask because it can boost our crit chance and increase our damage.

I also replaced the lion's roar for rumi's concoction, because we want a good balance of offense and defense.

We will start using cinderswallow as well and use the "increased critical strike chance during flask" craft from now on.

For the utility flask mod, we need curse and freeze immunity. You can get a bleed immune before getting a corrupted blood immune jewel. I used movement speed to improve clearning speed.



Early End-game Crit Version for Ritual - 90ex investment, 195M max damage/hit
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Weapon
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With help of Harvest, you can get a fractured t1 %phys + t1 #phys staff. On top of that, you can multi-mod it with "hits can't be evaded" and dexterity+quality

To further min-max the weapon, you can remove the multi-mod then augment t1 crit chance and t1 attack speed on it.

Crafting Instruction
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Step 1: Get t1 %increased phys mod on non-influenced staff of your choice, check mid-budget gear weapon section for staff bases I recommended. There are two ways of getting the mod, either option can be cheaper depending on current market:

a. alt-spam to get the mod, it would cost ~2500 alteration plus ~800 orb of augmentation on average

b. Go to trade, buy existing non-influenced, non-fractured staff base with t1 %phys mod. Then use beast craft "split a rare item into two" to keep splitting the item until you get a magic item with single t1%phys mod on it.

Remember to divine the mod to 179% after getting the magic weapon.

Step 2: Create imprint of the item, duplicate the item + use harvest to fracture the t1 %phys. This step is not easy to explain in words, watch this video for detail. https://www.youtube.com/watch?v=AJrjDRdEzkE

Step 3: If the item is not 30% quality, apply perfect fossil until you get 30% quality

Step 4: Now you have t1 phys% mod fractured, next thing is to apply jagged fossil on the item until you hit t1 flat phys. It takes ~41 tries on average to hit the t1 flat phys mod.

Step 5: Use Harvest to remove all mods except t1 %phys, t1 #phys, crit chance or attack speed. You can use the "reforge keep prefix" if the suffix isn't easy to remove. Remember to occupy all prefixes if you are using "reforge keep prefix" craft.

Step 6: multi-mod the weapon, craft hits can't be evaded, dex+quality.

step 7: This is only needed for ultimate minmaxing, you can use harvest craft "remove non-attack and add attack" to remove the multi-mod craft itself. If it removes the dex craft, simply apply the craft again. If it removes the multi-mod, then you can hope for a good mod like attack speed or crit chance. If you are unlucky and got the accuracy mod, then you need to remove all crafted mod, do step 5, 6 and 7 again.



Armour
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I use the body armor from mid-budget gear, get t1 life and resistance on it. Finally craft the "gain life% as extra ES" mod. Crafting instruction is on mid-budget gear section.


Amulet
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You need the amulet with int and dex implicit, then get the anger reduced mana reservation mod. If you can get a high-tier crit multi it will be even better. Then you can get chaos res, life, extra fire damage or fire penetration mod on it.

Crafting Instruction
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First, go to trade and find existing amulets with anger + t1 or t2 crit multi mod. If you can get one, then go to step 3.

Step 1: get lv82+ warlord amulet with dex and int implicit. Use a warlord exalt if necessary.

Step 2: alt-spam to get the anger mod, then regal, remove any other suffixes. Then augment crit to block one more suffix.

Step 3: Augment chaos to block another suffix. Now your suffixes should be: chaos res, crit(chance or multi), anger.

Step 4: After all suffixes are blocked, benchcraft the #fire damage to block fire damage mod.

Step 5: Augment fire, go for either t1 Gain phys damage as extra fire damage or t1 fire penetration. If it is not either of the mod, remove crafted fire damage mod then remove fire. Repeat step 5 again.

Step 6: After you have t1 extra fire damage mod or t1 fire penetration mod, you can craft life on it, remove/add chaos and crit if you want. There's still room for improvement, we will leave the minmaxing to the ultimate end-game build.



Rings
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You need two Opal rings, one with assassin's mark and the other one with flammability.

Crafting Instruction for Warlord Ring
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1. Get lv81+ Warlord influenced opal ring.
2. alt-spam to get t1 %elem attack mod, then regal it
3. Remove the regal mod if it is undesirable.
4. Augment chaos to get chaos res
5. Augment crit to get crit multi.
6. Augment caster, then remove/add caster to get 32% flammability.
7. augment phys
8. augment life
9. You can optionally use remove/add chao, crit, phys, life to get those mods to higher tier.


Crafting Instruction for Shaper Ring
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1. Get lv81+ Shaper influenced opal ring.
2. Apply essence of scorn + scour until you roll t1 elem attack or t1 life or t1 #phys or assassin's mark.
3. Remove other undesirable mods (some mods removal might brick the item but that's the nature)
4. Occupy all prefixes by some removable harvest craft or crafting bench craft.
5. Augment caster, if you have %cast speed, you can augment caster again. Otherwise, keep remove/add caster until you have assassin's mark mod. If you have both assassin's mark and cast speed, you can remove speed to get rid of cast speed mod.
6. Augment chaos to get chaos res
7. remove the undesired prefix, augment phys then life on it.
8. craft -9 mana cost on the ring



Gloves
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In the early end-game gear, we will use BreathStealer and allocate Heart of Flame. Check Q&A for details.


Helmet
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A warlord helmet with good enchant, elemental damage, crit multi, life, -9% fire res mod is our best end-game choice.

Crafting Instruction
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1. Get a lv85+ warlord helmet with tectonic slam or seismic cry enchant. Use warlord's exalt if necessary.
2. Alt-spam t1 elemental damage, regal it
3. Occupy all prefixes with removable mods through harvest
4. augment crit then remove/add crit to get t1 crit multi
5. benchcraft fire res, then augment fire to get -9% fire res mod.
6. remove undesired prefixes, augment life.



Boots
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Use a str-int based tailwind/elusive boots, it can improve our movement speed and clearing speed significantly.

Crafting Instruction
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Tailwind/Elusive boots is a very famous craft in POE, there are many good videos about it. You can watch this https://www.youtube.com/watch?v=kE5f3waDIpA

Remember, you need a lv 86+ str-int based two-toned base, then use harvest crafting to get fire and lightning res, life and movement speed.



Belt
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Use a hunter-based stygian vise, get t1 life, %life, %elemental damage on it. Then craft triple t1 res.

For the abyss jewel, get a corrupted blood immune abyssal jewel with life. It would be even better if you can get a gain phasing mod too.

Crafting Instruction
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1. Get lvl86+ hunter influenced stygian vise, use hunter's exalt if necessary.

2. Apply pristine fossil until you hit t1 #life and t1 %life. It's pretty easy to do and it costs 54 pristine fossils on average.

3. If there is an extra prefix, remove it.

4. Augment fire, cold, lightning to get triple resistances. Or you can augment two of them, then apply a hybrid crafting as a third.

5. Now all your suffixes are full, augment attack, then remove/add attack to get t1 elem attack mod.



Jewels
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Watcher's eye
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There are 3 good watcher's eye mods, you can try to get 2 of them:
-Gain #% of Physical Damage as Extra Fire Damage while affected by Anger
-#% to Critical Strike Multiplier while affected by Anger
-Damage Penetrates #% Fire Resistance while affected by Anger


Timeless Jewel
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Same as in mid-budget gear, details explained in the mid-budget timeless jewel section.


Large Cluster Jewel
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We need the Brutal Infamy + Devastator + any suffix skill.

Crafting Instruction:
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1. Get a lv75 - lv83 large cluster jewel base with same implicit and at most 8 skills.
2. Alt spam to get brutal infamy
3. regal it, if you get another prefix, then scour it & go back to step2
4. Augment physical with harvest, then Remove/add physical until you hit devastator. It's 1/4 chances to hit devastator.
5. augment attack, most likely you will get the suffix attack skill. If you don't, then apply "remove non-attack add attack" will get you the suffix skill for sure.



Medlium Cluster Jewel
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Same as mid-budget gear. Check the mid-budget gear section for crafting instruction.

I plan to use 4 smoking remains in the final min-maxed version.


Normal Jewel
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7% life + triple crit multi.

Crafting Instruction
Spoiler

1. Look on the market to see if there's any good triple crit multi jewel. Check POEDB to find out all crit multi mods that work for us. If can find triple crit multi + open/non crit-multi prefix, go to step 5.

2. Get viridian jewel, alch it.

3. Keep trying non-crit to crit, hoping for tripple crit multi.

4. If the jewel isn't what we want, you can sell it because other builds might need it and willing to pay good price for the jewel.

5. If the jewel does not have empty prefix, then you need to use harvest to remove the non-crit prefix.

6. Aug life on it. You have 1/2 chance to get %life. If not, remove/add life until you get it.




Flasks
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Use bottled faith to replace diamond flask. Also, as we are getting pretty good survivability, we can start using Lion's Roar again to boost our damage further.

During delving or full delirium farming, you can switch lion's roar for rumi's concoction:



Minmaxed End-game Crit Version for Ritual - X ex investment, 330.3M max damage/hit
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Weapon
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Same weapon as the early end-game, on top of that, you can use harvest crafting to get t1/t2 crit chance and t1/t2 attack speed.


Armour
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The elevated explodey chest is absolutely insane in mapping, I found my clearing speed increased dramatically. On top of the elevated explodey mod, we still need the double curse, crit chance on the armor. After that, you can get t1/t2 life and some decent resistance on the armor.



Amulet
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In additional to early end-game amulet, we need both extra fire damage and fire penetration mod as prefix. You can also use elemental catalyst to further increase their value.


Rings
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Same as early end-game, except that the numerical values are rerolled to max.


Gloves
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We are going back to the Debilitation glove for its 50% implicit damage. We will get the frenzy charge mod + culling strike on the gloves. On top of that, we need t1/t2 life, attack speed and flat phys on it. Finally, craft the chance to avoid stun on it.


Helmet
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Same as the early end-game helmet, except that we removed the resistance and crafted stun avoidance on it.


Boots
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Same as the early end-game boots, except that I used harvest to get t1 movement speed and t1/t2 life.


Belt
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Same belt as before, rerolled all stats to max.


Jewels
Spoiler

Watcher's eye
Spoiler



Same as before, used divine to get some better roll.


timeless jewel
Spoiler



We are no longer using Doryani's timeless jewel anymore, instead, we are using Xibaqua. It means that we are starting to use divine flesh key stone.

Here's what divine flesh does: All Damage taken bypasses Energy Shield, 50% of Elemental Damage taken as Chaos Damage, +5% to maximum Chaos Resistance.

There are 3 advantages of divine flesh over corrupted soul:
1. Higher chaos resistance: in our minmaxed build, we can cap our chaos resistance at 80%, therefore, chaos damage no longer poses any threat to us.

2. Higher effective health pool: It may seem like corrupted soul gives better survivability than divine flesh. For example, with corrupted soul, we have 8k HP+ES, in contrast, we only get 6.4k life using divine flesh. Furthermore, energy shield with divine flesh is useless because all damage by pass it.

However, once you cap your chaos resistance at 80%, you can see that the Effective Health Pool (under POB calculation tab) is 20% more than early end-game build. Which means even though we have lower life+ES pool, but we get higher survivability.

3. Stun avoidance: In the previous point, I hinted that energy shield is useless now because all damage bypass energy shield. No matter how much damage we take, energy shield will always be full and won't protect us.

But this time, the "useless" energy shield works for us in favor because of the POE stun setting: "As long as a creature has greater than 0 energy shield, it has a 50% chance to ignore a stun" - POE wiki.

Combining this with the crafts on gloves and helmet, we get 75% chance to avoid stun, if you have one more jewel implicit that provides 10% stun avoidance, then you get 80%.


Only switch to Xibaqua when your chaos resistance is at least 80%.



Large Cluster Jewel
Spoiler



Since we have elevated explodey mod on chest, we can use other good notables on large cluster jewel now.

We need at least one Brutal Infamy + Fuel the fight because of the mana leech provided by fuel the fight

Another one can be Brutal Infacmy + Fuel the fight/Feed the fury/Calamitous. These 3 notables are pretty similar in terms of damage, so you can choose based on your own preference.


medium cluster jewel
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4 cooked alive + smoking remains cluster jewel.

Using 4 smoking remains will give us 40% chance to create smoking cloud when we kill ignited enemy. As a result, almost all enemies are blinded during mapping/delving, giving us and our golem 50% evasion chance for free.


normal jewel
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Same as earlier, except that I rerolled all of them to max roll.



Flasks
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Same as before, remember to use rumi's concoction during delving and mapping to make you even more tanky.


Last edited by JennoJoyce on Apr 16, 2021, 12:16:35 PM
Last bumped on Apr 22, 2021, 2:31:05 PM
Skills
Spoiler

This skill section only display end-game skills, refer to POB for budget and mid-budget version build.

For information about alternate quality gems, please go to gear section.

Main skill setup:
Spoiler

Tectonic Slam - Awakened melee physical damage - Awakened elem damage with attack - Fist of War - Pulverise - Fortify

Pulverise can give us a lot of damage boost on single slam attack. Fortify gives a good offence/defence balance


Aura setup:
Spoiler
Enlighten - Anger - Blood and sand - Herald of Purity - Summon Skitterbot - Phase Run

We only need to run anger after getting a watcher's eye and reduced anger reservation amulet.

As for blood and sand, we can always use blood stance because we have enough AOE already.

skitterbot can chill and shock enemies, giving us great damage boost and defense. Works on both mapping and bosses.

we will manually triger phase run before hitting bosses. Remember not to use phase run during mapping because it will consume frenzy charges.

We only need 5L here because phase run does not need to be linked.


Second Wind setup:
Spoiler

second wind - flame dash - intimidating cry - enduring cry

Flame dash is the best movement skill in mapping and boss fights. Intimidating cry and enduring cry can benefit a lot from second wind and give you good dps and good life regen


Totem and Golem:
Spoiler

combustion support - vaal ancestral warchief - summon stone golem (or lightning/fire) - seismic cry

Totem and golem can distract enemies and give you good dps and life regen, linking them with combustion can decrease the enemy fire res too. Bottled faith's huge life regen area + smoke cloud can keep golem alive during mapping.

As for the choice of golem, it is more of personal preference. If you need more attack speed to clear faster in maps, then lightning golem. If you find golem dying often or do not have enough life regen, then stone golem. If you need more damage boost, then fire golem.


CWDT setup:
Spoiler

CWDT(12) - Immortal Call (14) - Wave of Conviction(15) - Phase Run(or increased duration)

When you can gain endurance charge easily, Immortal Call can make you impossible to get one-shotted. I experimented many levels of CWDT and found that level 12 CWDT is the most comfortable level for all contents. Wave of conviction can lower enemie's fire res.

If you like to self-trigger Phase Run during mapping, then you can switch the phase run in CWDT for increased duration. Otherwise, I suggest the double phase run setup, one for self-casting in front of boss, the other one for protecting you in other situations.



Pantheon, Ascendancy, Bandits
Spoiler

Major: Solaris
Minor: Shakari, to help with poison damage mitigation. Once you cap you chaos res, I suggest Abberath to deal with ignite and burning ground.

Ascendancy nodes: Valako -> Ngamahu -> Hinekora -> Ramako (for budget or midbudget)/Tukohama (for end-game)

As for bandits, kill them all.


Leveling + Tree Progression
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Leveling
Spoiler

Leveling with this build is quite easy, please open the 30C budget POB in community fork then you just equip the skill gem in the POB skill section whenever you reach the level.

For main skill, I used ground slam till I can start using tectonic slam. Feel free to use other skills that you are comfortable with to reach level 28.

For aura, you can use herald of purity, herald of ash and blood and sand during leveling. you can leave the anger to end game after you have the amulet.

If you have mana sustain problem during leveling, I suggest to get a -mana cost ring (like praxis) and anoint mana leech nodes like Thrill Seeker or Spirit Void on amulet. If you have mana problem during boss, you can also get a vaal clarity and only use them in boss fight.

For leveling gears, it's the same as any other build. You know, the usual suspects like tabula rasa, wanderlust and so on. Buy any unique 2H weapon during leveling.


Tree Progression
Spoiler

We are leveling with the early mapping version. You can easily re-spec your tree after you reach a good level. Make sure you have the 30c budget POB ready (you can find it in the POB section).

1. go left, grab Unwavering Stance for stun immunity and Resolute Technique for 100% hit chance.

2. From Resolute Technique, go down, follow the tree branches as you go, grab all the nodes

3. From Resolute Technique, go up, follow the tree branches as you go.



POB
Spoiler

please use community fork. Also note that some POB links are from Heist league. There might be changes in skills and gears and I will update them as I reach each budget level. To see most recent skills and trees, please check my current ritual character.

Early Mapping version for Ritual - 5.5M max damage/hit with 30c budget with level 76
Spoiler

https://pastebin.com/WWwa8SJu


Budget Non-crit version for Ritual - 13.4M max damage/hit with 2ex budget
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https://pastebin.com/tZbVy7u2


Mid-budget Crit version for Ritual - 40.8M max damage/hit with 15ex budget
Spoiler

https://pastebin.com/HBB9bgUi


Early End-game Crit version for Ritual - 195M max damage/hit with 90ex budget
Spoiler

https://pastebin.com/JEruwKdN


Minmaxed End-game Crit version for Ritual - 330.3M max damage/hit with X ex budget
Spoiler

https://pastebin.com/nsquJ0P1



Q&A - MUST READ
Spoiler

POB link does not work


How to sustain mana?
Spoiler

During leveling using mana flask should be fine. Also, no need to run anger until end-game when we get a good watcher's eye.

In budget build, you can anoint the Thrill seeker that can solve mana problem

In Mid-crit build, you can spend one suffix spot and craft 40% increased mana regen, that works surprisingly well. The cinderswallow's recover #% of mana when killing enemny also helps.

For end-game, when we run enlighten4 + anger, it requires the -9 mana cost craft on one ring. we will have more than enough mana sustain in end-game. On top of that, we still have the cinderswallow mana leech : )


How to be tanky?
Spoiler

First off, you need to make sure all the defensive layers in the build are leveraged: smoking cloud, block, phys reduction, endurance charge + immortal call, flasks.

Next, NEVER face tank, even though we could most of the time, but it is not our play style. Just keep moving.

Here are additional tips to ensure survival:

1. Keep your endurance charge full ALL TIME.
This is quite easy to do, just use warcry as normal (use seismic cry once per 5 attacks in mapping, use intimidating cry before bosses, use enduring cry whenever your immortal call is triggered or life below 50%).
Sometimes people forget to use war cry, as a result, you have less damage, you have poor phys reduction, most importantly, you are easily one-shotted because immortal call don't have charges to consume.

2. Keep all your flasks on whenever you encounter mobs/bosses.
This goes without saying, but sometimes it's easily ignored. Our flasks gives us ton of defense mods, without them our build won't be as tanky as it should.

As illustration, in the full-delirium video, I only made sure the 2 things above are met anytime, as you can see, we are never in a danger throughout the map.


Why use max damage/hit to measure damage?
Spoiler

As mentioned in play style section, we slam once per 2 seconds, the slam attack we perform is super powerful because it is boosted with all buffs.

How POB calculates DPS isn't really suitable for us because it assumes that we are standing still and spamming tectonic slams, which is not true. Moreover, in POB the warcry damage is averaged over its cool down time by default, which is not accurate in our situation either.

Our play style becomes an advantage in leveraging exerted attack mechanism, because we are not limited by any warcry cool downs due to low attack frequency. Therefore, a more accurate damage measure is max damage/hit, it assumes the exerted attack has all buffs available, which is exactly what we are doing.

Having said that, you should know the max damage is only the best case scenario. Our actual damage depends on many factors: for example, what stage of seismic cry you are at, whether Ngamahu's flame is active, whether wave of conviction is triggered, current frenzy/endurance charges, and so on.

Therefore, even though the max damage can be very high, the consistent damage may be somewhere between 40% to 80% of max damage, depending on how skilled you are at managing all the buffs. That's another thing I like about this build, you can increase the damage floating range by practicing the play style and managing buffs efficiently.

If you want to calculate DPS, then we can divide the damage by 2, assuming we hit once per 2 seconds.


Why use staff as weapon?
Spoiler

I chose warstaff because of 2 reasons:
1. the base crit chance of warstaff is the highest among all 2h weapons, the staff-specific crit nodes are strong too which makes it easier to reach 100% crit chance and scale our critical damage with crit-multi.

2. warstaff has good defense implicit (i mean block chances), combining with staff-specific block nodes, we can get ~50% block chance for attacks and ~40% block chance for spells. If you prefer, you can also max out attack blocks and reach 75% attack block and 20% spell block.


Is attack speed important?
Spoiler

Short answer is: while fast attack speed does not give us much benefit, slow attack speed greatly harms our clearing speed and survivability.

By default, our attack speed is pretty slow due to pulverise (-25%) and tectonic slam (-20%), as a result, the attack animation takes more than 1 second.

Slow attack speed INDIRECTLY affects our damage output as well as clearing speed, because attack cycle is usually postponed due to the need of refreshing warcries and dodging attacks.

Moreover, slow attack speed makes us vulnerable too. Imagine a big mob coming into our way but we have to stand still, face tank them all for more than one second to perform the attack. Not fun, right? Not to mention the increased chances of being stunned due to longer exposure to enemies.

To summarize, a decent attack speed gives us:
1. better clear speed therefore more damage outputs
2. more room to dodge enemy attacks, more survivability.

That's why we improve our attack speed whenever we can in our build. For example, we get attack speed from: glove craft, boots enchant, blood rage, frenzy charge, and onslaught etc. Combining them all, our attack takes ~0.7s in the end. When considering the pre-fire of tectonic slam during mapping (attack while the mob starts running towards you), we can reduce our exposure to enemies by more than half already.


Why not use Abyssus?
Spoiler

Only reason: It makes us squishy.

The goal of the build is to achieve a good balance between offense and defense, therefore, Abyssus is not used for defense reasons.

In the new expansion, there are more reasons to use craftable rare helmets because we can craft more powerful mods with the help of harvest crafting.


Why not Oni Goroshi?
Spoiler

biggest issue with oni goroshi is that it does not have much base damage as a weapon, as a result, we can't scale our damage effectively.

Also, we need the "hits can't be evaded" craft, otherwise we need to spend many points getting accuracy from tree.

At last, the passive nodes of sword isn't as good as staff's nodes, please refer to "Why use Staff as weapon" Q&A for more detail.


Why not Marohi Erqi?
Spoiler

attack speed is too slow to be useful. Check out "attack speed" in Q&A.


Why no longer use Tawhoa's Chosen?
Spoiler

I made a mistake in its damage calculation,GGG confirmed that Tawhoa's chosen isn't inheriting exerted attack buffs, then its damage boost is not as significant as we thought.

For the 4th asendency point, although Tukohama gives us more damage when totem is available, we will choose Ramako during budget and mid-budget setup because Ramako works in all situations whereas Tukohama only works in boss fights.

Sorry for the mistake, I have updated all content and POB links in build guide to reflect the change.


I have the same gear as yours, but I can't oneshot mobs/bosses
Spoiler

Chances are you are not playing the build right.

First, please make sure you have read the "Why use max damage/hit to measure damage?" to get basic understanding on what max damage means to our build and how play style can affect the damage output significantly. Now let's talk about buff management:

During mapping, I use seismic cry every 5 attacks (4 before Measured Fuly node), doing this can guarantee my endurance charge is always at max so we can get enough AOE & damage from tectonic slam and seismic cry. Whenever immortal call is triggered, depending on current HP, I will either use intimidating cry on high HP or use enduring cry on low HP to refresh my endurance charge to full again. And make sure all flasks are active all time. Remember, only attack when you are buffed, if enemy did not die from first attack (like meta-morph), dash away and kite for 2 seconds for fist of war CD and attack again.

During boss fight, to one-shot Boss, we need to make certain preparation in sequence:
1. Before boss fight, use one enduring cry and maybe one intimidating cry to get your endurance charge to full.
2. Before boss fight, check your seismic cry, the lower the exerted attack stage the better. Only use seismic cry if you do not have exerted attack left for seismic cry.
3. Upon encounter, deploy your vaal totem, boosting your damage
4. When boss is active, perform an intimidating cry in front of boss(makes it intimidated), in the meantime, your golem, totem should ignite the boss already (because of the combustion support), your skitter bot is shocking the boss, the boss might attack you during intimidating cry which makes CWDT triggers waves of conviction (reducing fire res) and immortal call(make you lose endurance charge, which increase damage)
5. Pop up all flasks
6. Activate phase run
7. Perform the attack

In step 4, you don't need to intentionally wait for boss to hit you, you should still make your best efforts to dodge attacks. But in case you did not dodge successfully which triggers CWDT, it works for us in favor too.

By following the above sequence, I am one-shotting A1 Conqueror even with 30c gear. But in case boss did not die, simply dash away, wait for 2 seconds and attack again. For illustration of the boss fight buff sequence, please check the showcase section as well as the A8 awakener fight video.


Why need combustion before going to crit?
Spoiler

So in POB when we are calculating damage, we clicked "enemy is ignited" are see a good DPS boost.

However, in order to ignite enemy, we need proper ignite chance. In Budget build, our ignite chance is only like 43% without combustion. That's why we need combustion on tectonic slam and golem/totem to ignite enemy.

Combustion does much more than just igniting the enemy, it reduces their fire res by 19%, which increases our damage a lot.

Therefore, before your crit chance is good (>90%), use combustion instead of fortify and you will get more damage this way.


Will +2 war cry cool down glove base affect us?
Spoiler

Not at all.

Actually, if you find yourself using up warcries and waiting for cool down, then it indicates your play style isn't right.

Take seismic cry for example:
As I said, we only attack when fist of war is ready, the fist of war CD is 1.84 seconds.

Assuming you can perfectly control the timing, then you need 1.84 * 5 = 9.2 seconds to exert all seismic cry buff. And our seismic cry cool down (from budget version) is only 7.87 seconds, which means you will never run out of seismic cry even with the theoretical max attack frequency.

If you find yourself waiting for seismic cry cool down, it means some attacks does not have fist of war boost, therefore are less efficient and deal less damage.

This is even more so with intimidating cry and enduring cry, because we linked them with second wind support to gain extra war cries already.


Why use golem? Golem buffs are trash.
Spoiler

We use golem not for its buff, though buff helps.

The purpose of golem is mainly for distraction. This is why I prefer stone golem in end-game, it has high HP, it is melee, which means it will be on the front line absorbing damage for you. That's 19k damage that would otherwise be dealt to you.

Same thing applies to herald of purity minion(during mapping) and totem(during boss)too. This works especially well when you have phase run to shift attention of mob/boss.


Why not use leap slam as movement skill?
Spoiler

Leap slam is considered as slam, which means it will consume our exerted attacks. As a result, it is likely that our actual slam attack won't get any buff because leap slam has consumed them all.


Transition from 2ex non-crit build to 15ex crit build
Spoiler

Here's the update order I would recommend:
1. Buy the large cluster jewel base put it in your stash. Also, always keep around 5ex for weapon.
2a. Farm extra currency and use it on chest armour. Once finish, you can start running double curse with non-crit build. For example, you can run flammability + elemental weakness with one elemental weakness ring, you can also run temporal chain on skitter bot + flammability ring.
2b. In parallel with step 2, you need to start looking for a staff weapon that meets our criteria, once you find a good one, spend the currency you saved earlier to buy it. Don't worry if there's no good staff in trade, we can still fossil craft it if necessary.
3. Buy or fossil-craft medium cluster jewel.
4. Get assassin's mark ring & diamond flask.
5. Respec your tree, fix your resistance and start using the staff + armour + cluster jewel + assassin's mark
6. Farm the rest of the gears in any order you want, you've already finished the transition at the end of step 5.

During step 1-4, whenever you encounter harvest, remember to choose physical to craft the large cluster jewel.


Why start using Unwavering Stance in mid-budget build?
Spoiler

Two reasons.

1.From feedbacks of many players, it seems like stun is the biggest issue for mid-budget build. My first impression of stun is that it can be avoided by more skilled play style, for example, reducing exposure time against enemy, using phase run before being targeted. However, in order to make the build more enjoyable by majority of players, having Unwavering Stance is indeed the cleanest solution. I personally experimented it for one day and I noticed a HUGE improvement in game play and survivability, especially in end-game maven content. Ultimately, that changed my opinion.

2.Another main concern for many people transitioning into mid-budget build is that as the build gets more popular, the medium cluster jewel is getting more and more expensive and thereby less obtainable. To make the build more accessible to everyone, I am temporarily removing the dependency of "smoke remain", instead, you can use any other skill that comes with cooked alive. As a result, the crafting cost for each jewel is reduced from ~108 scorched fossils down to ~26 fossils.

For those of you who are currently using cooked alive + smoking remain, I still recommend using it after Unwavering Stance because the 35% fire damage is still the best among all other notables after we cap our crit chance. Moreover, the smoke cloud can protect your golems & purity minions, which help distract enemies more efficiently and better protect you in the end. At last, for end-game I plan to use jewel implicit craft + gear stun avoidance craft to get stun immunity and free up those 3 skill points. Then having smoking cloud is essentially giving us free 50% evasion in mapping & delving, especially when you are doing high level 100% delirious farming, the smoking cloud can make a big difference.


Why use Breathstealer in early end-game?
Spoiler

Before reading further, make sure you've converted to crit build, reached 5.4k life and obtained timeless jewel. If you have the "gain %life as extra ES" craft on armour it would be even better.

The Breathstealer works for us in two ways:
1. The blight spore works very well with Ritual League mechanics. Whenever we kill a rare monster, a spore will spawn on the ground giving you a random aura. In Ritual encounter or delve, you will have 5-10 spores, giving you lots of powerful auras like vitality, determination, haste, discipline etc. We can reach 10k HP+ES in those encounters, as shown below.


2. You get to anoint one more noable - Heart of Flame. It gives you lots of damage and more importantly, additional energy shield leech during mapping and boss encounters.

In ultimate end-game I still plan to craft a mirror-tier rare glove, but until then I plan to use this glove.


How to deal with elemental reflect?
Spoiler

Normally our build does not do elemental reflect as illustrated in Pros and Cons section. However, in a situation that we have to do elemental reflect for game content, here's how you do it:

1. If what you elem reflect mod is with a map on atlas, then the easiest way is to use the sextant mod: "player and minion can't take reflected damage".

2.If you need to do Atziri or uber Atziri, then you need to get two hunter or shaper rings with % reduced elemental reflect damage taken.

Make sure they sum up to 100% so you won't take any reflected elem damage.


Transition from mid-budget crit build to early end-game

Spoiler

Here's the upgrade order I would recommend:
1. Breathstealer
2. tailwind/elusive boots
3. Bottled Faith
4. Weapon
5. Amulet
6. enlighten 4 + anger
7. Watcher's eye
8. The rest in any order you want


Last edited by JennoJoyce on Apr 16, 2021, 12:13:41 PM
Here we go 3.14!
Last edited by JennoJoyce on Apr 16, 2021, 11:38:25 AM
Boots + Belt are not in the Gear section atm
Thanks! Just added them.
Thank you for your hard work on this build, good Sir!
By now I'm experimenting with some variations of it for leveling till red maps, to get cheap SSF league-starter with two Oni-Goroshi blades.
Feel free to check it https://pastebin.com/980kLiBr
I am not that good at POB management, but I hope to see your point of view on budjet variation of your build for SSF.


I wanna try this build but I need some help in crafting all this stuff. I'm pretty bad at crafting :|

I got the chest and boots for now cuz those are pretty easy to craft.
"
ezarurazvan wrote:
I wanna try this build but I need some help in crafting all this stuff. I'm pretty bad at crafting :|

I got the chest and boots for now cuz those are pretty easy to craft.


What specific item do you need help with? I can provide some guidance on the crafting. Since harvest crafting won't be in core, I will just respond in comments.
Last edited by JennoJoyce on Aug 16, 2020, 12:39:10 AM
"
masrood wrote:
Thank you for your hard work on this build, good Sir!
By now I'm experimenting with some variations of it for leveling till red maps, to get cheap SSF league-starter with two Oni-Goroshi blades.
Feel free to check it https://pastebin.com/980kLiBr
I am not that good at POB management, but I hope to see your point of view on budjet variation of your build for SSF.




I took a look at your build, one small comment I have is the flask, since I noticed you have corrupted blood immunity and 87% phys reduction, then life flask with bleeding immunity is not not necessary.

I recommend using enduring call as a way to recover life, especially when your war cry is instant.
"
JennoJoyce wrote:
"
masrood wrote:
Thank you for your hard work on this build, good Sir!
By now I'm experimenting with some variations of it for leveling till red maps, to get cheap SSF league-starter with two Oni-Goroshi blades.
Feel free to check it https://pastebin.com/980kLiBr
I am not that good at POB management, but I hope to see your point of view on budjet variation of your build for SSF.




I took a look at your build, one small comment I have is the flask, since I noticed you have corrupted blood immunity and 87% phys reduction, then life flask with bleeding immunity is not not necessary.

I recommend using enduring call as a way to recover life, especially when your war cry is instant.

Thank you for your advice, much appreciate it, Sir!
Any chance to see global leveling section with tree variations, and crafting guide for beginner and mid-tier gear?

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